What's a good set for infernape?

  • Thread starter KidRockin
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KidRockin

KidRockin

Pokemon Trainer
Towns Folk
What is a good set for infernape?
At the moment he jus knows
Fake out
Fire punch
Power up punch
Close combat
 
Power-up punch is probably one of the worst moves to give this guy since he can't survive a hit. Sword dance on the sash works better, or maybe an all-out attacker. Anyway, here is a suggestion :

Infernape @ Focus Sash / Life Orb
Ability: Iron Fist
EVs: 252 ATK / 252 Speed
Moves :
- Close Combat
- Flare Blitz / Fire Punch
- Mach Punch
- Thunder Punch

Fake out gives you a free "first hit", but I wouldn't really use it tbh because it takes up a move slot.
 
Infernape @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Nasty Plot
- Fire Blast
- Grass Knot
- Close Combat

Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- U-turn
- Grass Knot

Infernape @ Focus Sash
Ability: Blaze
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Stealth Rock/Fake Out
- U-turn
- Fire Blast/Taunt
- Close Combat

Infernape @ Life Orb
Ability: Blaze/Iron Fist
EVs: 228 Atk / 28 SpA / 252 Spe
Naive Nature
- Close Combat
- Fire Blast/Overheat
- Grass Knot
- Earthquake/Mach Punch
 
Infernape @ Choice Band
Ability: Iron Fist
EVs: 4 HP/252 Atk / 252 Spe
Moves :
- Close Combat
- Flare Blitz
- Thunder Punch/Mach Punch
-U Turn

This set is more of a wallbreaker but packs a hefty punch too. Taking thunder punch or mach punch is your choice, thunder punch provides coverage while mach punch provides priority which can be essential
 
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I have a unique set right here. I've used it before, and trust me, it makes a pretty good lead.

Infernape @ Focus Sash
Blaze
EVS: 4 HP / 252 Attack / 252 Speed
Jolly / Iron Fist
- Stealth Rocks
- Fake Out
- U-Turn

- Flare Blitz / Fire Punch

This set can make a decent lead. Infernape doesn't really have great defenses, so Focus Sash was put in there so it could at least use its leading moves. SR is for the hazards, Fake Out is usually the starting move and for the flinch, U-Turn is for scouting, and Flare Blitz, the least important of them all, is your main damage. If you want to play safe, go for Fire Punch, but please note, make sure you have Iron Fist as the ability.

This set's main purpose is to lead the battle, and scout. This set can be very good, if used well.
 
Infernape @ Choice Band
Ability: Iron Fist
EVs: 4 HP/252 Atk / 252 Spe
Moves :
- Close Combat
- Flare Blitz
- Thunder Punch/Mach Punch
-U Turn

This set is more of a wallbreaker but packs a hefty punch too. Taking thunder punch or mach punch is your choice, thunder punch provides coverage while mach punch provides priority which can be essential
Hey I like this one ill use it thx
 
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Infernape@Expert belt
Ability: Iron Fist.
Nature: Jolly/Adamant.
EVs: 4HP, 252ATK, 252SPE
Moves: - Mach punch
- Fire punch
- Thunder punch.
- Poison Jab.
A good physical attacker with a lot of coverage. Infernape is faster than most things, and has access to boosted mach punch. You can revenge kill, or just check most threats. It has okay coverage, and can deal with a lot of threats. Expert belt boost super-effective damage, which is what you're aiming for with this set.
 
The most common I've seen is:
Infernape@Life Orb/Expert Belt
Ability: Iron Fist
Nature:Naive/Hasty
EVs: 4SpAtk, 252Atk, 252 Spe

-Mach Punch
-Thunder Punch
-Close Combat/Poison Jab
-Grass Knot/HP Grass

The first two moves are pretty standard for any Infernape. Close Combat is your heavy hitting move but I've seen it switched out for poison jab for the ever-present Fairy-type. And take Grass Knot or HP grass just on power preference which is SUPER situational.

Lead

Infernape@ Focus Sash
Ability: Blaze
Nature:Naive/Hasty
EVs: 252SpAtk, 4Atk, 252 Spe

-Mach Punch/Reversal
-Stealth Rock
-Fire Blast/Overheat
-Grass Knot/HP Grass

Again Mach Punch is pretty standard while it can be switched out for Reversal for youre 1 Hp time with the Focus Sash. Stealth Rocks to set up rocks on you're opponent. Fire Blast for the 1 HP Blaze boost. Some use Overheat for power but its all preference.

Infernape@ Choice Band
Ability: Iron Fist
Nature:Jolly
EVs: 252Atk, 4Hp, 252 Spe

-Mach Punch
-Close Combat
-Stone Edge/Poison Jab
-Flare Blitz

All wallbreaking moves. No more needed to be said lol.

Infernape@ Choice Band
Ability: Iron Fist
Nature:Jolly/Adamant
EVs: 252Atk, 4Hp, 252 Spe

-U-Turn
-Close Combat
-Stone Edge/Poison Jab
-Flare Blitz
 
Infernape @ Life Orb
Ability: Blaze
EVs: 228 Atk / 28 SpA / 252 Spe
Naive Nature
- Close Combat Last Ditch or againest bulky
- Fire Blast Steel or grass coverage also STAB but 70% is risky so Overheat is good as well.
- Mach Punch Protitiy move for finishing them off
- Earthquake Powerful and covers againest many types, even if it isn't Super Effective
Grass Knot isn't too good so Protitiy moves are better replacement.
 
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